Fix item flying after moving out of liquid
parent
1a7b455fd2
commit
b153104d24
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@ -28,8 +28,8 @@ local check_pickup_achievements = function(object, player)
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end
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end
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local enable_physics = function(object, luaentity)
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if luaentity.physical_state == false then
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local enable_physics = function(object, luaentity, ignore_check)
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if luaentity.physical_state == false or ignore_check == true then
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luaentity.physical_state = true
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object:set_properties({
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physical = true
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@ -39,8 +39,8 @@ local enable_physics = function(object, luaentity)
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end
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end
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local disable_physics = function(object, luaentity, reset_movement)
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if luaentity.physical_state == true then
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local disable_physics = function(object, luaentity, ignore_check, reset_movement)
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if luaentity.physical_state == true or ignore_check == true then
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luaentity.physical_state = false
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object:set_properties({
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physical = false
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@ -96,7 +96,7 @@ minetest.register_globalstep(function(dtime)
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vec = vector.add(opos, vector.divide(vec, 2))
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object:moveto(vec)
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disable_physics(object, object:get_luaentity(), false)
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disable_physics(object, object:get_luaentity(), false, false)
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--fix eternally falling items
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minetest.after(0, function(object)
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@ -487,7 +487,7 @@ core.register_entity(":__builtin:item", {
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setvelocity(newv)
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disable_physics(self.object, self, false)
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disable_physics(self.object, self, false, false)
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if shootdir.y == 0 then
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self._force = newv
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@ -551,7 +551,7 @@ core.register_entity(":__builtin:item", {
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elseif self._flowing == true then
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-- Disable flowing physics if not on/in flowing liquid
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self._flowing = false
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enable_physics(self.object, self)
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enable_physics(self.object, self, true)
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return
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end
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